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#76 | |
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Humblest person ever
Join Date: Aug 2009
Posts: 1,650
London, UK
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Bearing in mind that our typing does not really benefit from sun, I don't think we are really going to make this thing a sunmon without using a sun-based ability, or possibly arena trap. While of course we could change direction completely, I don't think we should just do so on a whim. Basically, this leaves us with Chlorophyll, Harvest, Flower Gift, and Solar Power. Chlorophyll and Solar Power both fulfill very offensive roles, and the former would force significant competition with Venusaur. Really, then, I think this is just a choice between Harvest and Flower Gift for me.
I think Flower Gift is the better choice. The effect that it has is altogether more predictable - I can say with some certainty that it will cause CAP-5 to be primarily sun-based, and that it will certainly help greatly against Lati@s without making CAP5 too generally strong. The effect of harvest is very difficult to guess - there is a huge variety of possibilities. You could find that a pinch berry set becomes very strong and CAP5 just becomes a sweeper. You could find LumRest sets becoming overpowered (seriously, this could very easily happen - if you can OHKO CAP5 it's no problem, and CAP5 isn't even useful, but if not it's going to stall you for at least 16 turns). Flower Gift is just the simplest and most effective option - I suspect a number of you are really just supporting harvest because it's fun and interesting, rather than in an attempt to fulfill the concept. For those of you that are worried about CAP5 being underpowered outside of sun, none of you seem to have considered CAP5's special attack, which is entirely unaffected by flower gift and could easily demolish politoed even in the rain. We have good control over how much difference flower gift makes by altering the balance between physical and special attacking.
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#77 | |
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King of Conquerors
Join Date: Jul 2009
Posts: 3,633
Greece
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Also we won't be forced to use a Sitrus Berry, as we don't want to counter Latios, just to check it well enough. How can you counter Latios anyway? Even with enough bulk or Speed it can always Trick us a scarf or a specs to the face. And let's not forget that not all Latios use Specs, and not all sun teams will only have the CAP to tank DMs (Heatran anyone?). Even without Sitrus Berry the CAP will still be able to restrict Latios to getting one kill max, as after a kill it gets Pursuit trapped, which is still a good answer to Latios for sun teams, meaning that LumRest will still be a perfectly viable set.
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#78 | |
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Nobody is safe from the power of science!
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Join Date: Jun 2011
Posts: 690
Italy
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You never said that directly, alexwolf. However I just assume we all agree on the content of this post, that very explicitly says:
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Regarding Salac, I am not dismissing it. In fact, it is a cool option in my opinion; my purpose was just to make sure everything is aware that if we want to be able to switch into Latios directly, we can't to that if running LumRest AND not outspeeding. Just that. I was underlining the fact that "countering" (allow me to use that term even if it's not perfectly appropriate, I guess) Latios forces us into the use of very specific Berries, that are alreaby been listed. If what the majority of us want from CAP5 is a strong check, then feel free to disregard my previous post; if, however, someone else thinks it should be something more than that, then take a look to those calculations and draw the conclusions you feel more appropriate.
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Counter that Pokemon project: Mk III (over) & Warstory | Mk IV (running) RMTs: The HOutsiders (also the other ones if anyone likes lurking my old posts) Not accepting rating requests anymore. Sorry!
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#79 |
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Distilled, 80 proof
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Moderator
Join Date: Mar 2009
Posts: 2,004
Minneapolis
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Needs Discussion:
Adaptability Swift Swim Water Veil (and similarly underwhelming abilities) Done Discussing: Arena Trap Drought Filter Leaf Guard Magic Guard Regenerator Shed Skin Shield Dust Simple Solar Power Solid Rock Storm Drain Thick Fat Trace Water Absorb Short List (Continue Discussing): Chlorophyll Cloud Nine Flower Gift Harvest Natural Cure -------------------- This discussion is going so well I feel unneeded! This will be a short update from me for now; I just want to put these categories up to show everyone where the wind is blowing. Things can still move around a bit, but it's pretty clear to me that the abilities currently on the short list provide ample ammunition for discussion and have received a vast majority of the attention in this thread. At this point in discussion, I would like to try and focus on clearing out the "Needs Discussion" list, and then I would like us to finish up the thread by concentrating on the short list and comparing the abilities directly to one another: "Ability A is best because" and "Ability B is better than ability A because" are the sorts of arguments I would like to see. Bonus points for not trying to have a stats discussion in the middle of the ability thread, and mega bonus points for acknowledging both pros and cons for multiple abilities. I'm generally wary of people posting long tracts or last-ditch arguments in the polls, so I would be grateful if we could get all or most of that out of our systems in the home stretch.
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#80 |
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Join Date: Jun 2011
Posts: 62
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I'm happy we can keep discussing Harvest, even though that was to be expected, because that seems to be the answer to all of CAP 5's troubles, imo.
I might end up sounding like a bit of a broken record, but I'm going to expand on a previous point I had about Harvest. No, Harvest does not make CAP 5 a surefire counter to every threat that plague Sun teams, but its major advantage is that it can help make it a counter to any of the threats that plague Sun teams. Let me expound. Harvest would make this Pokemon so versatile that with a combination of resist berries, Lum berry, or pinch berries, it can be designed to counter any one of sun team's major threats, using the team the counter the rest. The problem is, the opponent won't know what set you are running until they find out your berry, so they have to tread lightly until then. This makes it not so broken that it is the go to counter for everything, but so versatile that the opponent has to think twice about spamming Draco on their Latios. And isn't that the pooint of the concept? To make your opponents think twice about spamming the most common Pokemon types and weathers? Also, I'd like to point out that if it carries Lum rest, it doesn't need to be incredibly specially bulky as long as it outspeeds specs latios. If Latios goes for the Draco, simply switch in and rest up to full health and wake up right away, and the second Draco will do less damage, allowing you to play mind games with rest and pursuit. Easy as pie. To sum up: Harvest kicks ass.
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No, there is definitely enough pie there for me!
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#81 |
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Join Date: May 2010
Posts: 192
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I probably shouldn't be writing, because I'm not the most avid battler or a CAP regular, but this Harvest discussion seems like absolutely the wrong idea to me. Most of the arguments for it expound its incredible versatility, all the great things it could do for our CAP, and in general just how great it can be. That's precisely why I think it's a bad idea. CAP seems to very consistently make its Pokémon far more powerful than they need to be, and I think it will just hurt the concept. Harvest is simply too good. Sitrus + Substitute can allow even Exeggutor to stall indefinitely (and I have seen this happen with some success). Lum+Rest gives unprecedented recovery options plus an immunity to all statuses. This is in the same vein as Vaporeon in rain, whose strength is mitigated by very lackluster offensive capabilities. I may be poll-jumping a bit, but if we intend to be able to trap Lati@s and threaten Politoed, I do not foresee a lack of offensive prowess. As Manaphy has demonstrated - Hydration + even meager offensive capabilities = broken Mon.
That's not to mention the myriad other options - type resist berries would give CAP a free extra resistance to whatever it chooses, easing sweeping. Salac and other pinch berries can allow it to boost even if later down the line we decide we don't want to give it boosting options. Harvest is simply too good by my reckoning and I will not be voting for it. I feel Chlorophyll best exemplifies our wishes, and everything that can be said on the subject has been. I will simply reiterate that there does not need to be overlap with Venusaur if we simply refrain from giving CAP boosting moves (especially Growth). Without boosting moves, speedy Chlorophyll CAP becomes an ideal trapper for Lati@s in the sun, establishes a reliance on sun (discouraging use of it on rain teams), and makes an excellent pivot since we can threaten anything we switch into with an outsped coverage move without inflating our speed stat. |
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#82 | |
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Slacking Off
Join Date: Dec 2009
Posts: 144
The Ladder
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Swift Swim: This one is actually pretty tempting, but I feel if we used it it would be a little too gamist. Literally the only reason this would make sense at all for a Sun mon is the way Aldaron's proposal shook down, and putting a rain mon ability on CAP5 just to abuse Rain's legal restrictions doesn't sit well. In addition to that, this would be pretty much only effective against rain teams. It would very likely not be able to outspeed Latios unless you were facing a rain team, and relying on opposing rain for one of the most important checks a Sun pokemon is supposed to have seems pretty unwise. Latios is often used on Sand and Weatherless HO/Dragonspam too remember (in fact the specs set particularly has reason to be popular on Dragonspam). Water Veil: This is a pretty interesting ability since it completely solves the problem of Scald from Waters and WoW from Ghosts; it asks us no questions and tells us no lies. Sure, CAP5 could be hit by Toxic, but if he's already switched into Politoed he can Pursuit anyway to force Politoed to either stay in and die eventually or switch out and take tons of damage. The same goes for most any ghost or bulky water lacking recovery, and even those that have recovery must fear staying in and facing Crunch. Water Veil doesn't help with the Latis much, but presumably that would mean we'd need to solve that problem in the stats step (Its worth noting that even a mostly crippled CAP5 can probably revenge -2 Latios as long as it isn't burned). Though natural cure is nice to prevent the buildup of toxic damage, toxic is less threatening to a pivot with leftovers anyway because the turn counter rarely has time to build up much. Additionally, our pivot will possibly be able to leave his mark on the battlefield with Rapid Spin or Pursuit, meaning a slow death by Toxic wouldn't be in vain. On the other side of the comparison, Natural Cure doesn't let us be nearly as consistently effective when doing things like switching into Politoed, Rotom-W, or Jellicent, since a burn from Scald or WoW will completely hamper our ability to punish that pokemon with Pursuit when it switches out. Even if we cure the burn upon our switch out, the opportunity to function in our role as a trapper has been lost in that instance. Of these abilities, I feel only Water Veil has merit, and I would prefer it over Natural Cure. |
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#83 |
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King of Conquerors
Join Date: Jul 2009
Posts: 3,633
Greece
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TheTraininator said something right that most people that are skeptic about Harvest should consider. The CAP can't counter Latios only with good special bulk and Sitrus Berry / Salac Berry, but it can also counter it with better Speed than Latios and good but not huge special bulk. Let's say that we give to the CAP 115 Speed and 90 HP / 110 SpD, which is some good special bulk but nothing huge. And let's say that we max its HP and Speed. Here is what Specs DM from Latios does to the CAP:
252 SpA Choice Specs Latios Draco Meteor vs. 244 HP / 160 SpD Keldeo: 316-373 (82.29 - 97.13%) -- guaranteed 2HKO Although the CAP still gets OHKOed after SR most of the time, this is just an example to show how the CAP can still counter Latios with Harvest without the need to have huge special bulk and/or the use of Sitrus / Salac Berry. So to avoid the OHKO from latios while using Harvest + LumRest, the CAP would just need to have 5 HP or SpD more and take some EVs frop HP and put them to SpD. The above scenario shows that with Harvest there are many ways that the CAP can take in order to fill its role as a pivot, and all are perfectly good and viable, something that adds flexibility to our options for base stats and to the CAP itself as well, but doesn't distract the CAP too much from its concept. No matter what we do and as long as we only give it mediocre physical bulk, Fire, Flying, and Bug moves will murder it, while strong Fighting moves will dent it or OHKO it if it doesn't have a Chople Berry. And as long as we pick carefull its moveset, it is still going to get countered by the things we want, namely Steel, Fighting, and Fire types, Hydreigon and possibly other things that i forgot. tl;dr Harvest gives to the CAP any tool that it could possibly want to deal with the threats we want it to, without assuming any ridiculous amount of base stats (offense, defense, speed, you name it). Even though the ability itself is really versatile, as long as we are somewhat careful in the other stages, the CAP will not derail from its original concept, something that i explained in the above paragraph. Also let's please not compare Manaphy to this CAP. The only thing they have in common is the insta-heal ability and immunity to status. Manaphy has a way better defensive typing that is difficult to take advantage of, especially from the physical side, great all around stats, two great boosting moves, and good offensive coverage with just two moves that is further boosted by Drizzle. The two Pokemon are completely different and any comparison between them brings zero things to the table (except from the fact that insta-heal and status immunity is a very good tool and has the potential to become broken under the right circumstances, which we already knew).
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Last edited by alexwolf; Feb 26th, 2013 at 2:31:13 PM. |
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#84 |
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Join Date: Aug 2008
Posts: 314
Looking For You
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Thoughts on the "needs discussion" abilities:
Adaptability - We're very likely to be relying primarily on STABs to deal damage, as the majority of the the things we want to threaten are weak to one of them. This, on the surface, might seem a pro for Adaptability, but it's actually a strong argument against. Boosting STABs on CAP5 is very close to simply being "boost all damage by 33%", which is largely a poor use of an ability slot. CAP stat spreads are always designed around damage calculations, and it's quite typical that a CAP's Atk or SpA stat is "the minimum needed to KO [thing we threaten] under [reasonable conditions]". We're going to do that with or without Adaptability; the only difference is we'll need lower stats to do it with. While having a lower BST would be nice after Aurumoth's excesses, let's let stats do stats' job and abilities do abilities' job. Swift Swim - Even ignoring the rules-lawyerish aspects of this, it actually doesn't do anything useful. The rainmons we want to KO are by and large not especially fast, and the fast things we want to KO are not exclusive to rain teams. Yes, this makes it useless to rain teams, but Chlorophyll or Flower Gift do that nearly as well and actually help us achieve our goals. Water Veil and friends - While I don't believe a "minimalistic" ability dooms our CAP to failure, there is absolutely no need to avoid a strong ability. Much as I have reservations about Flower Gift and Harvest on power level, this is much too extreme a reaction. That said, Water Veil itself is not useless, and given one of the aims of Natural Cure is to help against Scald burns it may warrant some consideration. While I previously said good things about Cure, I've soured on it quite a bit since because it's actually really awkward against Scald in that you're still burned while you actually have to deal with the Water-type that's using it. Water Veil doesn't have that problem. I don't necessarily think it's worth considering, just that it does stand out a bit from the pack of "underwhelming abilities". I'll post my thoughts on the shortlist abilities later if I have time. Last edited by Nyktos; Feb 26th, 2013 at 3:35:43 PM. |
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#85 |
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Join Date: Aug 2008
Posts: 104
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I actually like Adaptability a bit, since it does actually work a bit in letting a 'mon hit things harder and can help CAP take out Lati@s. An, admittedly rare due to the insanely low speed, example would be Crawdaunt in VGC, which can ohko the best walls in that format (Cress), due to Adaptability.
Swift Swim has no real use for CAP, due to the overspecialization as pointed out in previous posts. Water Veil and the like could work pretty well actually. Not really sure what to expand on that with, although if it's for the primary ability then I would prefer Natural Cure over Water Veil. If CAP is a Special Attacker, then the burn won't hurt as much as it would if it's a physical attacker. Harvest would be real nice for ensuring that this pokemon is used on Sun Teams, which is what we want. Harvest can also trigger out of sun, so it isn't completely useless either. I could see this going with both that and Natural Cure/Water Veil for this CAP's abilities. (Edit: also, the aim is to increase Sun's viability, so why is making CAP versitile a bad thing? Rain and Sand are going to be hard to displace simply because they have awesome pokemon that enjoy and abuse their effects, including some very versitile ones.)
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#86 |
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Join Date: May 2011
Posts: 1,115
Wherever the food is.
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Adaptability
An interesting ability, to say the least. Grass/Darl actually provides fairly effective coverage (Water, Ground, Rock, Psychic, Ghost). There are, however, a few threats in the metagame that need powerful moves to take down, which coverage may help - but wouldn't superSTAB attacks help to free up movepool slots? If we're designing CAP5 to take down certain threats, shouldn't we make sure it can really take down these threats? Additionally, those extra moveslots that having souped-up STABs could help transform CAP5 from just a sweeper to the potential SubSeeder or wall, which could be a possibility, I guess. It's definitely an ability to consider, as it takes down Hippowdon, Politoed, and Tyranitar with relative ease, I assume. Swift Swim As stated before, this is definitely a "gimmicky" ability. It depends on the opponent bringing Politoed...which is essentially what we're going for. Swift Swim also discourages using CAP5 on a Rain team, since they're incompatible. :D But, being a Grass-type, it would also discourage having Politoed coming into battle, along with becoming an immediate threat in the battle against potentially the rest of the opponents' party. I've seen a Kingdra or two in OU doing the very same thing. Water Veil/Subpar Abilities Water Veil is by no means a bad ability, especially if CAP5 turns out to be a physical Pokčmon (and with Sucker Punch, Pursuit, Seed Bomb...we may be tempted!). It actually may warrant a discussion outside of subpar abilities. But, other subpar abilities do relegate a discussion of their own. Perhaps they're situational, perhaps they're already covered with another Pokčmon. The good thing, however, with having a bad ability is that we're able to be more liberal with stats and movepool later on which coupled with the bad abilities may make a powerful Pokčmon in it's own right. |
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#87 |
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(macho) brace yourselves
Join Date: Nov 2011
Posts: 854
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Adaptability is not something we need at all, and given the lack of coverage that seems to be the popular consensus on how to make preserve CAP's threat list, I don't see why we can't just give CAP5 a better Attack stat instead of giving it a lower one + Adaptability. Plus, it does nothing to actually solve the problems of Scald Burns, switching into Water attacks, being used on Rain teams. It just seems like a waste of an ability for this concept imo.
Swift Swim is interesting but then it's only of any benefit against opposing Rain teams. Sand teams would like this just as much as Sun teams do, and Swift Swim doesn't actually convey any advantage while Sun is out, making it harder to maintain the offensive presence that Sun teams need to be successful. That said, it is better than Chlorophyll when you're trying to shift from the opponent's Rain into bringing out Ninetales, so it has some merit. However, I don't think it has as much merit as Chlorophyll overall, so I'm against it being the primary ability. Water Veil is great for blocking Scald burns and the occasional Rotom-W / Jellicent Will O Wisp. However, Shield Dust gives it a run for its money; while it doesn't do anything against the latter, it completely stops Jirachi, a key Rain staple, from spreading paralysis, not to mention Thunders from other Rain abusers. I think it's important to note that the main reason for Shield Dust being on the DONE list is that it was decided to be better as a secondary ability than as a primary ability, so bear in mind that voting for Water Veil as our primary ability will mean that any of CAP's subsequent abilities will be even more moderate. I really don't want this, considering the more potent benefits that Chlorophyll, Flower Gift, and Harvest could provide. I think the main merit to Chlorophyll and Flower Gift is that they allow CAP to become consistently better at checking Water types and Lati@s in Sun than in other weathers. No other abilities facilitate the rise of Sun teams and the fulfillment of the concept more specifically than this, except for Harvest from a somewhat different angle. Last edited by erisia; Feb 26th, 2013 at 4:26:30 PM. |
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#88 |
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Join Date: Jan 2013
Posts: 607
Give up all hope of me ever getting a good avatar.
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I'm on a bit of a time crunch, so I'll only comment one one ability, and only in a few sentences.
Swift Swim No. Just no. First off, it just seems wrong that we abuse legalities like this. It's like an ackward loophole that was made specifically to be abused. However, the real reason I hate this? This CAP isn't just about lowering the usage of one type (Water), it's also about raising the usage of another (Fire). Who would bother putting this on Sun teams if the ability in no way helps with that? Why not put it on a goodstuffs? It's just as good, after all. Really, this ability behaves best on goodstuffs as it requires taking down the Sun to actually take effect, which doesn't help with the concept of CAP 5. So, yeah. I continue to support Harvest, think Chlorophyll will just make it another Venu, and agree Flower Gift would be decent. Off-topic edit: Post 69. Tee hee.
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<Birkal> subway wanna flash a reffie? <Birkal> I mean -__- <Birkal> ref a flashie ASB Team <3 Glacier CAPASB Tower Defense Development - Outrageous in every way! Last edited by Unoriginal Name; Feb 26th, 2013 at 6:49:52 PM. |
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#89 |
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Join Date: Jan 2013
Posts: 70
Yes, that Arceus is ???-type.
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Right now, Harvest seems like the best idea imo. So many strategies can be pulled off with an unlimited supply of berries. Personally, my Exeggcutor carries a Sitrus Berry, but Lum Berries and stat-boosting berries work well too.
On the other hand, Swift Swim is my least favorite. That would only work in Rain, and Politoed isn't going to switch into a Grass-type Pokemon in the first place. And anyway, Pokemon that abuse rain like Jellicent and Politoed aren't too fast anyway. Just my 2 cents.
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"Video games are bad for you? That's what they said about rock and roll." -Shigeru Miyamoto |
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#90 |
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Join Date: Apr 2012
Posts: 121
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Well, all my thoughts on Adaptability and Swift Swim have been expressed by Nyktos and erisia much more eloquently than I could ever achieve. As far as the 'underwhelming' abilities go, I think that choosing just one of them (such as Water Veil or Limber) would leave us too open to other statuses that could cripple CAP5 just as badly as the one we opt to prevent - I think something more holistic such as Natural Cure, Harvest + Lum, or things on the discussed list such as Shield Dust or Leaf Guard would better help us achieve our goals with this CAP.
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You've got to lose to know how to win.
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#91 |
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Join Date: Oct 2012
Posts: 64
The Frozen Land Of Canada
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I really don't think we should be giving this CAP Rain abilities like Swift Swim, as it might find its way onto Rain teams, which is NOT what we want. As for Adaptability, Grass/Dark is awful coverage.
Since CAP5 won't be a sweeper, Harvest seems most appropriate here, and hey, maybe we'll be able to make a decent Harvest abuser. Because of this, Harvest takes precedence over Chlorophyll. |
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#92 |
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Join Date: Feb 2013
Posts: 51
New Hampshire
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This seems to be going into a direction towards Shiftry in every way. Shiftry had so much wasted potential, more like stolen potential. Shiftry was fine, all it needed was a turn to set up growth/ nasty plot and it could be an amazing sweeper in sun. The problem was that they gave it little to no bulk paired with an awful defensive typing. It needs bulk. One thing we don't have for sun is a good stall pokemon. There are pokemon that can stall in hail, sandstorm and rain, but none in sun. The following abilities could help with stalling.
Prankster I say this because it would get priority for status moves like W-o-W and Toxic, helping to chip away at the enemy's HP each turn. It is desired that this CAP can go offensive or defensive so priority for stat boosting moves could help it set up easily if it is desired not to stall. Battle Armor Crits. The cause of many stall pokemon faintings. Lets say you have a Jirachi. After 6 turns you've ended up using cosmic power 6 times. The opposing pokemon is taking 2% of your health each turn, which Jirachi heals with leftovers. Somewhere along the line the opponent gets a crit and defeats jirachi right on the spot. If viable for stalling, we don't want crits do we? Clear Body It would be easier to stall if the opponent wasn't crippling you with moves that lowered your defenses. If offensive build, you don't want people lowering your speed or attacking stats do you? If physical build especially because Intimidate does exist and it can be very annoying to have to switch out to restore your attack stat. Just one switch to an intimidate pokemon can render your pokemon useless and sometimes you can't afford to switch. If the opponent can't lower your stats it isn't a problem.
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#93 |
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Join Date: Oct 2007
Posts: 363
Temporarily Europe
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I know I've already posted in support of Harvest, but I was interested in Chlorophyll as well until I gave it some more thought. The more I think about it, the more I think that a strong defensive ability is exactly what CAP5 needs to actually fulfill its concept as we've interpreted it so far. We're trying to make a pro-sun and anti-rain defensive pivot with a type combination that has plenty of very exploitable weaknesses (including Ice Beam) and is threatened by Politoed's Scald burns and Toxic. We've more or less decided in the threat discussion that we want to keep our many weaknesses exploitable, including the offensive weakness against Politoed's Steel-type teammates. I'm still hoping the movepool stage will give us some kind of weapon against some Steel-types, but it doesn't look like we should bet on that, and at this point I don't see how Politoed+Scizor doesn't still have a clear advantage over Ninetales+CAP5, given the uneven matchup between the weather starters and Scizor's powerful U-turn. An ability that increases CAP5's longevity may be what we need to actually make that matchup competitive.
This is an ambitious concept, and while a strong ability might not be necessary to adjust the competitive balance of OU, it will certainly help. At the same time, I'm against Regenerator and Natural Cure because they are amazing on any team, and will not necessarily support sun. Harvest seems to give us the best balance between these priorities. Seeing references to Aurumoth in this threat is making me uneasy. I'm well aware that we went overboard with that project, and that the ability stage was a large part of that, but I'm concerned that we may overcompensate for Aurumoth's problems if we aren't careful. Caution is always valuable in CAP, but it is easy to be too cautious with a concept like this, and with the way this one is developing so far, I'm a little concerned that we might follow a pokemon that is too powerful for its concept with one that is too weak. |
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#94 |
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Join Date: Apr 2012
Posts: 163
Texas
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Swift Swim doesn't seem so bad to me at first, its not like it will increase rains usage. (We can't combine Swift Swim with drizzle after all). That would definitely be the only rain ability we could use on it though, as any other ability will make ppl run toed with it. However, I really do think we need a sun only ability. Sun is too bad right now, and giving it an independent ability is asking for trouble.
Harvest is an issue for me. I feel like if we use it, we will be making CAP5 the premier sweeper of Sun Teams (and a pretty good sweeper even without sun). We are looking for a pokemon that bumps sun all the way up to where rain, and to a lesser extent, sand are. All harvest and chlorophyll will do is give sun another great sweeper (it has plenty of fantastic sweepers already). I am putting my support behind Flower gift. Not because of the attack boost, but because of the special defense boost. (I stronly urge a modest attack stat if we opt to go with flower gift as we don't want it to be pushed into sweeping that way). The fact that sun needs to be up to get use out of this ability GREATLY increases the usage of sun and sun mons, and flower gift's Sp.Def boost will make CAP5 the ultimate offensive pivot against not only rain mons, but Lati@s, who many rain teams rely on when rain isn't up to do the heavy hitting. Its like a special intimidate when sun is up, and that will be absolutely awesome in handling not only water moves (which it will take with ease) but also softening some ice issues it has. The problem with sun teams is that ninetales just has trouble switching in. We can't alter ninetale's problem with CAP5's ability, but we can encourage sun's usage with it. Abilities like water veil, swift swim, and harvest all combat rain very nicely, but lets be serious, why use CAP5 on a sun team when those abilities work without sun. Abilities like water veil, swift swim, harvest, and adaptability will take CAP5 the wrong way. It will encourage usage on weatherless teams and sand teams (which also have problems against rain), and make CAP5 stand out on its own. Last edited by nov; Feb 27th, 2013 at 12:19:06 AM. |
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#95 |
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Join Date: Apr 2010
Posts: 283
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Alright I have three abilities I want to talk about:
Poison Heal Firstly, I think Poison Heal is an Amazing ability for this CAP that has flown completely under the radar. The two major themes during this Ability stage have been how do we stop Specs Latios and how do we prevent Status from crippling us. My friends, Poison Heal helps us on both fronts. On the one hand, Toxic Heal prevents us from being statused/ caught by scald burns because we will be rocking toxic orb from the word go. Secondlu, since we r healing 12.5 percent of our health per turn, tanking 1.5 Specs Dracos becomes a lot easier, meaning we won't have to go with cresselia level bulk to wall Latios. True, Poison Heal doesnt exactly encourage CAP5's use in sun but it does everything else we could possibly want. The more I think about it, the more I like this ability, and i would strongly encourage some discussion on it. I'd like to hear why you do or don't like this ability, because i think we may have found a winner here. Chlorophyll Second, I really don't like Chlorophyll. I think it is unnecessary and honestly does not help us deal with latios at all. A lot of the chlorophyll supporters have used the idea that chlorophyll helps against latios as a rallying point, so i'm going to dissect that point. I will start by saying that if a sun and rain team face eachother, rain has a chance of winning/dominating the weather war. If CAP5 is capable of singlehandedly winning the weather war for sun, then fuck countering latios because CAP5 is already too powerful. Assume the opponent is using a rain team with Latios and you are using a sun team with CAP5. CAP5 is your teams answer to Latios. Because of this, it stands to reason that CAP5 should be able to handle Latios in the rain, as that will be the weather condition for at least part of the battle. However, if CAP5 relies on chlorophyll to defeat Latios, it would be unable to defeat Latios in the rain forcing sun teams to find another answer for Latios in those conditions. If, however, CAP5 can counter Latios in the rain, it stands to reason that CAP5 can handle Latios in the sun, making Chlorophyll unnecessary. Given the above is true, the only real benefit to chlorophyll is that it ties CAP5 to the sun,but honestly, we have Status to worry about and abilities such as Leafguard do everything Chlorophyll does and more, making them both superior options to Chlorophyll. Harvest Finally, I would like to address the concerns people have with Harvest. The three most common from my reading are that Harvest doesn't tie us to sun that well, Harvest is to versatile, and Harvest+lum+rest might be too strong, puushing on broken. I will adress each of these in turn. Although it is true that Harvest doesn't staple us to sun in the same way Chlorophyll and Flower Gift do, I stilll beleive that Harvest does encourage use on sun teams significantly more than an ability like natural cure. I mean, think about it, wouldn't you use Infernape on sun trams a lot more if it was packing Harvest? Furthermore, I feel that Harvest's semi-independence from sun is one of its strengths. Remember, it is very possible that we may find ourselves forced to use CAP5 against rain and sand teams, and in those times being able to use your ability despite the weather may prove useful. Although it is possible that CAP5 may be used on non sun teams with harvest, i think given the fact that we are planning on countering the majority of rain threats in rain, CAP5 will probably be used on non sun teams no matter what its ability is. It would just be nice to have a bit of an incentive to use CAP5 on sun. Although Harvest is an extremely versatile ability, I doubt CAP5 would end up abusing Harvest in any ways we wouldn't approve of. I mean, the biggest concern i have with Harvest's versatility is that it might run some sweepy sets using Salac or Custap, but this possibility can be eliminated given proper STat manipulation. After all, I dont see blissey trying to pull off a sweep even with harvest, and it has a workable 95 base special attack. As for concerns with resist berries and sitrus, you have to remember that using them comes with a serious opportunity cost of losing Lum, which is imo the most useful defensive berry CAP5 can possibly use period. Even if CAP5 does start rocking one of the other berries though, I really don't see it countering things we dont approve of. With the stat spreads i've been hearing around IRC, i doubt we would stand a chance against the physical attackers that threaten us regardless of the berry we use. Finally, as to the combination of Lum+Rest+Harvest being broken, i say we can't really say for sure, or even theorymon about that really, until after The stats stage. If by movepool stage we think Rest would break CAP5, we don't give it Rest, not a big deal. One final note. I think one of the main difference between those of us that prefer Harvest and those that support natural cure is that those of us on the Harvest side think that being forced outby random scald burns inhibits our ability to do our job while those on the pro natural cure side see this as a check on our power. This really comes down to a matter of opinion, and I doubt any amount of rambling will change your opinion on this matter. At the end of the day, I just want to make sure status wont fuck us over so I'd be ok with either of these two abilities. Currently i have Harvest=Poison Heal>Natural Cure>Everything Else
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#96 |
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Nobody is safe from the power of science!
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Join Date: Jun 2011
Posts: 690
Italy
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Poison Heal pretty much implies CAP5 has already switched in before being useful, so if the opponent manages to bring out his Eon mon early in the game (which I guess is not hard, seeing how a Sun team is composed), Poison Heal won't be useful to avoid being 2HKO'd and again forces us into huge special bulk (or running Protect, but I'm already hearing concerns about 4MSS so I don't know if it's a good thing or not). The same applies to Politoed and Scald burns; you need your pokemon poisoned to fulfill that role, and that's not ideal for me. I got my Poison Heal Breloom burned countless times in BW1 when trying to switch into Scalds...
Furthermore, as you noticed yourself, this ability does nothing to tie CAP5 to Sun. I want to stress this point, our typing (and presumed movepool) is actually very desirable for other kind of teams, and if we don't give it a Sun related ability, the outcome on usage is unpredictable at best, and counterproductive at worst. If we want to focus on status prevention and recovery, then Harvest is way better than Poison Heal in my opinion. I'd like to focus more on the task of checking Latis to be honest (and therefore prefer Flower Gift or Clorophyll), however I can see how status prevention is an issue and how Harvest solves it and also ties (weakly, but it's better than nothing) to Sun.
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#97 | |
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(macho) brace yourselves
Join Date: Nov 2011
Posts: 854
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#98 |
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Join Date: Jun 2012
Posts: 203
Poland
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I'll keep this post to comparing the abilities Korski asked for input about.
Adaptability
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Swift Swim
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Water Veil
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Now for the shortlist abilities. I've ordered them according to personal preference, form least to most appropriate IMO. Harvest
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Cloud Nine
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Chlorophyll
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Natural Cure
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Flower Gift
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TL;DR version: Flower Gift > Natural Cure > Chlorophyll. Also please don't give Harvest to CAP5 when the versatility goes counter to fulfilling a specific niche job for the sun team.
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I'm a casual Smogoner that mostly frequents the forums - chances are you won't find me on IRC that often. If you want to talk shoot me a PM please, I'm not on every day but I'll eventually reply. |
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#99 |
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hey, even pirates need attorneys
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Moderator
Join Date: Apr 2009
Posts: 2,612
especially internet pirates
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Well, my post will be directed mainly toward Adaptability, Swift Swim and Water Veil.
I've wanted somebody to sell Adaptability, but I haven't really seen anything, and I can't think of anything, either. The only big point is that it widens the gap between CAP 5's STAB moves and its coverage moves. However, considering the threat list, it doesn't look like coverage moves will be all that relevant on CAP 5, at least not relevant enough to warrant what would necessarily be an attempt at a surgical power adjustment, well ahead of the actual movepool stage, and even ahead of the stat stage. We can explore Adaptability in the secondary ability discussion/polls, but it simply isn't appropriate for the primary ability discussion/polls. Swift Swim is a weird suggestion, to say the least. It's a suggestion that only works because of a Smogon rule, but then again, stuff like Spore works the same way. My concern, as others have stated, is that it is merely anti-rain and does not do enough against every threat to the concept that we're facing. It's too focused on one collection of threats. For what it's worth, though, I prefer it to the other "Needs Discussion" abilities. Water Veil seems like a cool idea, but in the end, it's really just Swift Swim under a different (weaker) guise, in the sense that it focuses only on a single aspect of the threats to the concept. I strongly disagree with this approach, especially when it's leading to abilities that are even more specific than Swift Swim and Natural Cure. If we don't have a relatively dramatic concept lock-in now, when will it happen? Stats, when we scramble over trying to satisfy every concern and end up with really high stats? Movepool, when we try to decide which move(s) would be most appropriate for CAP 5 to be forced to use after a Latios Draco Meteor, instead of Pursuit / Crunch / Night Slash? This might actually happen if we're not serious about giving CAP 5 at least one ability that decisively cements it as a key sun player. This doesn't have to be a sun ability, but a sun ability would be pretty nice for it. Part of what we need to determine here is how well we should fare against Water-types compared to special offensive Dragon-types. We might need to sacrifice a bit of one for a bit of the other. I think that this is a very pertinent question to answer when picking the primary ability (and maybe even the secondary ability). EDIT: For what it's worth, <+capefeather> !usage latios items <@TIBot> Choice Scarf 33.353% | Choice Specs 26.607% | Life Orb 18.415% | Expert Belt 12.174% | Leftovers 4.693% | Other 4.758%
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#100 |
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We have the technology.
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I don't really have a lot to say here. I believe that picking an ability that relates to sun in some way is optimal. Yes, we can make a great fit for sun teams with an ability like Natural Cure or Poison Heal, but I don't think that will do anything to support sun team usage. I'd imagine CAP5 would just be used equally on all playstyles just because it's a good Pokemon. So I think pushing ourselves to a sun related ability is for the best.
I think in terms of sun abilities, Harvest is the smallest of evils. Chlorophyll terrifies me because this is CAP and I'm almost convinced that we will make it a bulky sweeper if given that ability. I can picture scenarios where that wouldn't be the case, but people are going to want to push offensive stats to match Chlorophyll. I can almost hear the "x base attack allows us to OHKO Latias with Pursuit," and that scares me. Flower Gift will certainly force CAP 5 onto sun teams, but it doesn't do much in terms of Politoed; it's still a strong contender though. That leaves us with Harvest. I can't imagine Lumrest being broken in a metagame swarming with U-turn, and it does encourage usage of sun teams to maximize its power. Two things that I've noted about arguments against Harvest: 1) Versatility is a good thing. I consider Necturna one of our most successful projects, and she was incredibly diverse. CAP has shown that it has the ability to balance versatility; I can imagine the same thing happening here. 2) Do not assume CAP 5 Harvest will run every kind of berry when making your arguments. Like every other Pokemon, CAP 5 will have to make choices. It cannot run Bug-resist Berry, Sitrus, and Lum all at the same time. That limited power will allow CAP 5 to be stopped once the berry is revealed. Usually, unknown variables are devastating on offensive threats because one wrong move and you're getting swept by it. As a defensive pivot, this unknown variable of "which berry is it" isn't as strong simply because it's not going to be sweeping any time soon. The berry will be revealed before it can do anything meaningful, methinks. |
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